Formula51
Go Leafs Go!
Hi regoarrarr!
I think it's alright with DR, as there is spots open still.
If you need some SG etiquette rules, here are the LKendter rules:
I don't think that we need to follow 7 & 8, as DR said that he wouldn't be stingy about time limits and such.
Jurimax, I think it would only be good for short wars, with lots of luxes, but we cannot guarantee that we will have either luxes or a short war, as the AA will be preperation for large scale MA warmongering. But, we could use it anyway for trade bait, as the AI values gov't techs very highly
I think it's alright with DR, as there is spots open still.
If you need some SG etiquette rules, here are the LKendter rules:
The following tactics are PROHIBITED:
RoP Rape - if you have to ask...
RoP Abuse that includes things such as irrigating all tiles with a city building wonders, denying resources with a RoP, putting a unit to block a land bridge, etc.
Scout resource denial - parking a scout on a resource, as the AI won't ask scouts to leave. The same scenario also applies to workers.
False Peace Treaties (must wait for the 20 years to end).
The negative science exploit - you can run a huge deficit (-250 / turn) of negative cash with a token penalty of one lost worker / cheap building. If cash will go below zero, the research level must be dropped.
Ship chaining exploit - you can move a ship, unload troops to another ship, move that ship, etc. This allows you to ship an indefinite distance, and that is why I consider it an exploit.
Resources disconnect / connect exploit - I consider most resource tactics fine. Delaying to hook a resource, trading it away etc is fine. The exploit is to do this every turn. Build a stack of horses, connect saltpeter, upgrade to cavalry, and disconnect.
Palace Jump - You abandon the capital city to move the palace to a new location. If you want to move the palace, build a new palace.
Mass troop jumping - You can't give away a give a city to transport a large amount of troops to another land mass.
Standard LK house rules:
1) Worker automation of any kind is prohibited.
2) No worker purchases during the first 50 turns to avoid civ crippling.
3) Declaring war / demanding leave solely for the purpose of getting out of trade deals. This includes nonsense spying simply to force a war. Stealing techs is fine.
4) Even if not covered under exploits listed, please try not to use tactics that take advantage of holes in the game design.
5) Our trading reputation is golden - please respect it.
6) Complete your turn. It is frustrating to get a 1/2 completed turn.
7) Once you post a skip notice it is irrevocable.
8) If I skip a player to due a missed got it, or over due turn the turn is invalid if the next player has posted a got it.
I don't think that we need to follow 7 & 8, as DR said that he wouldn't be stingy about time limits and such.
Jurimax, I think it would only be good for short wars, with lots of luxes, but we cannot guarantee that we will have either luxes or a short war, as the AA will be preperation for large scale MA warmongering. But, we could use it anyway for trade bait, as the AI values gov't techs very highly